示例#1
0
    void chooseAttackers()
    {
        setupAvailables();

        if (playerTurn)
        {
            UnitMesh contender = availableFriends[0];
            int      choiceInd = availableFriends[0].myUnit.chooseTarget(unitMeshListToUnitList(availableEnemies));
            UnitMesh opponent  = availableEnemies[choiceInd];
            //TODO: UnitMesh gameobjects
            drawAttackBetween(contender.gameObject, opponent.gameObject);
            contender.myUnit.myData.onStartFight();
            opponent.myUnit.myData.onStartFight();
            //TODO: actual index iteration maybe?
        }
        else
        {
            UnitMesh contender = availableEnemies[0];
            int      choiceInd = availableEnemies[0].myUnit.chooseTarget(unitMeshListToUnitList(availableFriends));
            UnitMesh opponent  = availableFriends[choiceInd];//.gameObject;
            //TODO: SAME AS ABOVE
            drawAttackBetween(contender.gameObject, opponent.gameObject);
            contender.myUnit.myData.onStartFight();
            opponent.myUnit.myData.onStartFight();
            //enemyAtkInd = (enemyAtkInd + 1) % enemyUnitCount;
        }
        curAttackersHighlighted = true;
    }
示例#2
0
    /*void OnMouseEnter()
     * {
     *  mouseOverFunc();
     * }*/

    public void assignUnit(bUnit unit)
    {
        if (myUnitMesh == null)
        {
            myUnitMesh = transform.GetChild(0).GetComponent <UnitMesh>();
            myUnitMesh.transform.localScale = new Vector3(.5f, .5f, .5f);
        }
        myUnitMesh.gameObject.SetActive(true);


        storedUnit = unit;

        myUnitMesh.myUnit = unit;
        myUnitMesh.initUnitRenderComponents();
        myUnitMesh.myMarketSlot = this;

        if (!isInvSlot)
        {
            if (myCostIcon == null)
            {
                myCostIcon = transform.GetChild(1).gameObject;
            }
            myCostIcon.SetActive(true);
            myCostIcon.transform.GetChild(0).GetComponent <TextMesh>().text = "" + unit.curBuyCost;
        }
    }
示例#3
0
    //
    // Unity Hooks
    //

    private void Awake()
    {
        // grab components
        tileMesh      = GetComponentInChildren <TileMesh>();
        factionMesh   = GetComponentInChildren <FactionMesh>();
        provinceMesh  = GetComponentInChildren <ProvinceMesh>();
        tileRangeMesh = GetComponentInChildren <TileRangeMesh>();
        unitMesh      = GetComponentInChildren <UnitMesh>();

        // initialize the world
        World.InitializeWorld(this);
        UI.Initialize(this);
    }
示例#4
0
    public void assignUnit(bUnit unit)
    {
        if (myUnitMesh == null)
        {
            myUnitMesh = transform.GetChild(0).GetComponent <UnitMesh>();
            //myUnitMesh.transform.localScale = new Vector3(.5f, .5f, .5f);
        }
        myUnitMesh.gameObject.SetActive(true);

        myUnit = unit;

        myUnitMesh.myUnit = unit;
        myUnitMesh.initUnitRenderComponents();
        myUnitMesh.mySlot = this;
    }